Holocron

Espionage

Wretched Hives · Entertainment and Downtime

The galaxy is a vast place with many secrets to be uncovered. Between missions, many adventurers may want to spend their downtime engaging in espionage, uncovering the galaxies secrets.

Resources

Espionage requires one workweek finding leads, bribing guards, and infiltrating clandestine locations. A character can attempt to spy on lower-, middle-, or upper-class people. Spying on lower-, middle-, or upper-class costs 100, 500, or 2,500 cr for the workweek, respectively.

Resolution

The character must make at least one, but up to three checks, and then consult the Espionage Roll Modifier table below. If the character makes more than one check, they can choose the highest value amongst all checks made. However, for each check made beyond the first, the DC for each tier increases by 5. The player can choose to make a Charisma (Deception), Dexterity (Stealth), or Intelligence (slicer's kit) check. Each check can only be made once.

Espionage Roll Modifier
Ability Check DC d100 Roll Modifier
10 +5
15 +10
20 +15
25 +20
30 +25

The d100 Roll Modifier is added to the percentile dice rolled for the Espionage Results table, which is discussed below.

For instance, if the character makes a Dexterity (Stealth) check, and the result is 21, they can elect to keep that check, resulting in +15 crime roll modifier. If the character makes an Intelligence (slicer's kit) check, and the result is a 3, however, they can choose to then make a Charisma (Deception) check. If the result of that check is a 17, and the character elects to keep it, they receive a +5 crime roll modifier, since the DC for each tier increased by 5 after the first check. If the character elects to make three checks, with the results being 4, 7, and 13, however, they fail to meet a DC, since the DC for each tier increased by 5 for each subsequent check. In this instance, since they failed to meet a DC, they are caught and jailed.

Once the player has determined their espionage roll modifier, they then roll percentile dice and consult the Espionage Results table below.

Espionage Results
d100 Result
40 or lower You fail to find any useful information with which to blackmail, and your face is clearly identified.
41-70 You find no useful information.
71-100 You find information with which to blackmail one person.
101-110 You find information with which to blackmail two people.
111 or higher You find information with which to blackmail three people.

Blackmail is information that can be used to coerce an activity from an NPC. Blackmail can come in a variety of forms, and the value of the blackmail varies depending on how important the subject of the information is and to whom it has value.

Lower-class blackmail includes the secrets of criminals, laborers, mercenaries, guardsmen; anyone you might find a cheap cantina.

Middle-class blackmail includes the secrets of faction members, town officials, merchants, and people who frequent well-kept establishments.

Upper-class blackmail covers the secrets of the nobles and elite.

Complications

Espionage is fraught with peril. A character who engages in espionage has a 10 percent chance of triggering a complication. They have an additional 10 percent chance of triggering a complication for each check made during Resolution beyond the first.

This is a great opportunity to create a rival to the party, or involve a previous rival.

Espionage Complications
d6 Complication
1 A bounty equal to the credits spent is offered for information about your crime.
2 An unknown person contacts you, threatening to reveal your activities if you don't render a service.
3 Your victim asks one of your adventuring companions to solve the crime.
4 Someone who knows of your activities has been arrested on an unrelated matter.
5 Your victim calls in a favor from a guard, doubling the efforts to solve the case.
6 You blackmailed someone under the protection of a local crime lord, who now wants revenge.

Uptime

While spying is a very fun and engaging activity for a character to participate in, it is better executed using the three pillars of adventuring. The GM can determine that complications arise, as appropriate.